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player_s_guide_chapter_8 [2019/02/11 09:42]
triptycho [Combat]
player_s_guide_chapter_8 [2019/05/01 09:19] (current)
triptycho [Exploration]
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 Purchasing and selling Property should generally be a little more involved than buying and selling [[gear|Gear]] in terms of downtime requirements and story consequences. Indeed, Property makes a great hook for new adventures and drama. Purchasing and selling Property should generally be a little more involved than buying and selling [[gear|Gear]] in terms of downtime requirements and story consequences. Indeed, Property makes a great hook for new adventures and drama.
  
-If a character'​s backstory has them already in possession of various types of property, it's best to simply avoid representing them mechanically. Consider these properties to be difficult to sell (or would sell at extreme loss) and providing no mechanical benefit to the game. That way, you can tell whatever stories you want without worrying about how it impacts the balance of the campaign. The DM may choose to allow level 1 characters to start with 1 Asset (and then gain none over the course of the first level). However, characters should never start with more Assets than they are expected to aquire upon completing ​their starting ​level.+If a character'​s backstory has them already in possession of various types of property, it's best to simply avoid representing them mechanically. Consider these properties to be difficult to sell (or would sell at extreme loss) and providing no mechanical benefit to the game. That way, you can tell whatever stories you want without worrying about how it impacts the balance of the campaign. 
 + 
 +The DM may choose to allow level 1 characters to start with 1 Asset (and then gain none over the course of the first level). However, characters should never have acquire ​Assets than they are expected to have for their current ​level. If there is a specific need for a character to acquire more Assets than expected, it is strongly recommended that the DM directly award the specific Property needed and prevent the character from selling the Property until level catches back up with Asset totals.
  
 If a character'​s Property is destroyed over the course of the game, the character should be able to recover all Assets lost. This may take some time (such as through a quest), or it could even be immediate depending on the circumstances (perhaps your fantasy society has an excellent insurance organization?​). If a character'​s Property is destroyed over the course of the game, the character should be able to recover all Assets lost. This may take some time (such as through a quest), or it could even be immediate depending on the circumstances (perhaps your fantasy society has an excellent insurance organization?​).
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 Property purchased provides various special benefits to the owner. The common and standard types of Property include [[holding|Holdings]] and [[vehicle|Vehicles]]. Property purchased provides various special benefits to the owner. The common and standard types of Property include [[holding|Holdings]] and [[vehicle|Vehicles]].
  
-Property tends to add new options and flexibility to the game rather than directly increasing a character'​s power. It is for this reason that Assets are a separate currency from Wealth. Of course clever builds can still use Property options to improve a character'​s overall effectiveness;​ this is intended. However, a player shouldn'​t have to choose between enchanting their weapon ​and buying a new piece of Property, as this would do unwanted things to the mathematical balance beneath the game.+Property tends to add new options and flexibility to the game rather than directly increasing a character'​s power. It is for this reason that Assets are a separate currency from Wealth. Of course clever builds can still use Property options to improve a character'​s overall effectiveness;​ this is intended. However, a player shouldn'​t have to choose between enchanting their Weapon ​and buying a new piece of Property, as this would do unwanted things to the mathematical balance beneath the game.
  
 ===== Holdings ===== ===== Holdings =====
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 ===== Vehicles ===== ===== Vehicles =====
  
-Vehicles are a type of Property similar to but distinct from [[mount|mounts]]. Once purchased, a Vehicle may be used in a combat or exploration scenario that permits Vehicles. The DM may judge that specific Vehicles are or aren't allowed within a given scenario. Vehicles generally aren't allowed within stealth scenarios.+Vehicles are a type of Property similar to but distinct from [[mount|Mounts]]. Once purchased, a Vehicle may be used in a combat or exploration scenario that permits Vehicles. The DM may judge that specific Vehicles are or aren't allowed within a given scenario. Vehicles generally aren't allowed within stealth scenarios.
  
 There may also be narrative restrictions on the availability of a Vehicle. A scenario set on the surface of a lake may permit boats, for instance, but that does little good if the party'​s boat is currently docked in a far-away seaport. There may also be narrative restrictions on the availability of a Vehicle. A scenario set on the surface of a lake may permit boats, for instance, but that does little good if the party'​s boat is currently docked in a far-away seaport.
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 Each Vehicle has a Capacity, which is the number of Passengers it can accept. This value excludes any crew necessary for the vehicle'​s operation. A PC could theoretically choose to be a crew member instead of a Passenger; however, this PC would not be able to contribute to the scenario due to focusing on crew-related duties. PCs should typically remain as Passengers instead. Each Vehicle has a Capacity, which is the number of Passengers it can accept. This value excludes any crew necessary for the vehicle'​s operation. A PC could theoretically choose to be a crew member instead of a Passenger; however, this PC would not be able to contribute to the scenario due to focusing on crew-related duties. PCs should typically remain as Passengers instead.
  
-Passengers may not equip mounts. A PC that has a mount equipped must first unequip the mount before they may occupy a Vehicle.+Passengers may not equip Mounts. A PC that has a Mount equipped must first unequip the Mount before they may occupy a Vehicle.
  
 Unless otherwise specified, Vehicles only [[move|Move]] once per round. Any Passenger may spend their Move to grant the Vehicle its Move (and determine the direction of movement). An entity may spend a Move to occupy a Vehicle or leave an occupied Vehicle. Unless otherwise specified, Vehicles only [[move|Move]] once per round. Any Passenger may spend their Move to grant the Vehicle its Move (and determine the direction of movement). An entity may spend a Move to occupy a Vehicle or leave an occupied Vehicle.
  
 ==== Using a Vehicle ==== ==== Using a Vehicle ====
- 
-Each Vehicle has a Type listed. Passengers may play cards from their hand that have the Vehicle'​s Type in place of the card's normal Role. Such cards may only be played while the PC is a Passenger in a Vehicle of the matching type. 
  
 Vehicles protect Passengers, preventing enemy [[action|Actions]] from targeting them (the DM may rule that specific Actions bypass a Vehicle, but this should be very rare). Instead, Actions from enemies target the Vehicle. Vehicles protect Passengers, preventing enemy [[action|Actions]] from targeting them (the DM may rule that specific Actions bypass a Vehicle, but this should be very rare). Instead, Actions from enemies target the Vehicle.
 +
 +Passengers may play cards from their hand that have "​Vehicle"​ in place of the card's normal Role. Such cards may only be played while the PC is a Passenger in a Vehicle.
  
 Any one Passenger may select a [[reaction|Reaction]] to play when their Vehicle is targeted. The Passenger is responsible for rolling dice and making any decisions as a result of the play, but any Damage suffered is dealt to the Vehicle. If the Action has the Area Attack keyword or says it targets all enemies (within the section/​region or generally, including most [[environ|Environ]] Actions), half the Damage dealt to the Vehicle is also dealt to each Passenger (rounded down). Any one Passenger may select a [[reaction|Reaction]] to play when their Vehicle is targeted. The Passenger is responsible for rolling dice and making any decisions as a result of the play, but any Damage suffered is dealt to the Vehicle. If the Action has the Area Attack keyword or says it targets all enemies (within the section/​region or generally, including most [[environ|Environ]] Actions), half the Damage dealt to the Vehicle is also dealt to each Passenger (rounded down).
  
-Vehicles ​can recieve ​[[player_s_guide_appendix_a|conditions]]. These conditions apply to all Passengers, ​but only for as long as they are Passengers. Vehicles are immune to [[disease|Diseases]] ​(and suffer no effects within the Special entry of Disease Actions that are listed to last until the end of the scenario), unless the DM specifically overrides this for a given Action (this should ​again be quite rare).+Vehicles ​have [[stat track|Stat Tracks]]; these typically have base values of +1. Passengers ​playing entries from the Vehicle or from Vehicle cards should use its Stat Tracks instead of their own. Stat Track modifications from hostile Actions that have the Area Attack keyword or otherwise target all enemies also affect the Stat Tracks of each Passenger. Ally Stat Track modificationssuch as for recovery, cannot affect the Vehicle unless otherwise stated. 
 + 
 +Vehicles are immune to [[disease|Diseases]] and suffer no effects within the Special entry of Disease Actions that are listed to last until the end of the scenario, unless the DM specifically overrides this for a given Action (this should be quite rare).
  
 ==== Recovery and Keywords ==== ==== Recovery and Keywords ====
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 Passengers are considered to occupy their Vehicle rather than the section that the Vehicle occupies. Fellow Passengers are thus considered to be in the same occupied [[section|section]],​ but entities outside begin at [[range|range]] 1. So, to target an entity that is outside the Vehicle but in the Vehicle'​s occupied section, the play must be able to target entities range 1 away. This applies only for normal Actions played by the Passenger as an individual; Actions played on behalf of the Vehicle (such as from the Vehicle'​s entry or from a Vehicle card played from hand) simply treat the Vehicle as a normal entity playing an Action. Passengers are considered to occupy their Vehicle rather than the section that the Vehicle occupies. Fellow Passengers are thus considered to be in the same occupied [[section|section]],​ but entities outside begin at [[range|range]] 1. So, to target an entity that is outside the Vehicle but in the Vehicle'​s occupied section, the play must be able to target entities range 1 away. This applies only for normal Actions played by the Passenger as an individual; Actions played on behalf of the Vehicle (such as from the Vehicle'​s entry or from a Vehicle card played from hand) simply treat the Vehicle as a normal entity playing an Action.
  
-Vehicles cannot make [[acrobatics|Acrobatics]] rolls and automatically fail any such roll called for.+Vehicles cannot make [[acrobatics|Acrobatics]] rolls and automatically fail any such roll called for. However, they cannot normally be Grabbed by typical enemies. Enemy entries may specifiy that they can Grab a Vehicle, or the DM may allow it in particular sensible circumstances.
  
-Passengers may only play Reactions from [[implement|implements]] and the Vehicle'​s entries ​(as well as Vehicle cards from handon behalf of the Vehicle. The DM may permit exceptions to this when the play makes sense, particularly for spell-based Reactions played from hand similar to those on implements.+Passengers may only play Reactions from the Vehicle'​s entries ​or from Vehicle cards from hand on behalf of the Vehicle. The DM may permit exceptions to this when the play makes sense, particularly for spell-type Reactions played from hand.
  
 Entities may attempt to Board an enemy Vehicle within the occupied section (whether or not they themselves are Passengers of another Vehicle). An entity must use their Action Phase to begin a Board attempt; any ally in the occupied position that has not yet participated in a Board attempt during this round may choose to join. Entities may attempt to Board an enemy Vehicle within the occupied section (whether or not they themselves are Passengers of another Vehicle). An entity must use their Action Phase to begin a Board attempt; any ally in the occupied position that has not yet participated in a Board attempt during this round may choose to join.
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 Reactions are chosen once all Actions and targets have been selected. Actions are resolved simultaneously;​ an entity that suffers enough damage to be defeated is still able to complete their Action. For expediency'​s sake it is acceptable for all entities to simultaneously select Actions and targets. However, if there is disagreement over selection order (for instance two entities are stuck waiting on each other to choose first), selections should be made in order of Initiative (including any resolutions already applied to entities that had the same Initiative values). The same rules apply to order of Reaction selection. Reactions are chosen once all Actions and targets have been selected. Actions are resolved simultaneously;​ an entity that suffers enough damage to be defeated is still able to complete their Action. For expediency'​s sake it is acceptable for all entities to simultaneously select Actions and targets. However, if there is disagreement over selection order (for instance two entities are stuck waiting on each other to choose first), selections should be made in order of Initiative (including any resolutions already applied to entities that had the same Initiative values). The same rules apply to order of Reaction selection.
  
-Once all Actions and Reactions are resolved, if there are any Passengers remaining, all Boarding entities remain in their current location. However, if all Passengers fled and/or are defeated, Boarding ​entities ​may choose to become ​Passengers ​of the new Vehicle (at no additional Move cost) or remain in their current location. At the end of the scenario, such captured Vehicles may only be kept if a PC is willing and able to pay the Asset cost (to house and maintain the Vehicle).+Once all Actions and Reactions are resolved, if there are any Passengers remaining, all Boarding entities remain in their current location. However, if all Passengers fled and/or are defeated, ​each Boarding ​entity ​may choose to become ​a Passenger ​of the new Vehicle (at no additional Move cost) or remain in their current location. At the end of the scenario, such captured Vehicles may generally ​only be kept if a PC is willing and able to pay the Asset cost (to house and maintain the Vehicle). If the DM overrides this, the PCs should be prevented from selling the Vehicle until their expected Asset total has caught up with the new acquisition.
  
 ==== Exploration ==== ==== Exploration ====
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 Passengers may choose to play Actions on behalf of the Vehicle. For instance, a Passenger may play an Action without Range against an Obstacle in the Vehicle'​s region by playing the Action as the Vehicle. In this case, the Vehicle suffers any effects resulting from the play, such as from the target'​s Reaction. Passengers may choose to play Actions on behalf of the Vehicle. For instance, a Passenger may play an Action without Range against an Obstacle in the Vehicle'​s region by playing the Action as the Vehicle. In this case, the Vehicle suffers any effects resulting from the play, such as from the target'​s Reaction.
  
-Unless otherwise specified, Vehicles cannot play Actions against Climbing [[obstacle|Obstacles]],​ and even if such an Obstacle is defeated, the Vehicle still cannot cross with normal movement (special movement and the Flying keyword bypass such Obstacles as normal).+Unless otherwise specified, Vehicles cannot play Actions against Climbing [[obstacle|Obstacles]],​ and even if such an Obstacle is defeated, the Vehicle still cannot cross with normal movement (special movement and the Flying keyword bypass such Obstacles as normal). The DM may determine that Vehicles cannot play Actions against other specific Challenges as well, even if otherwise valid. 
 + 
 +Passengers may not [[search|Search]] or perform [[lockpick|Lockpick]] attempts unless otherwise specified.
  
-Passengers ​may not [[search|Search]] ​or make [[lockpick|Lockpick]] rolls unless otherwise specified.+Even if a Vehicle is permitted within a scenario, there may be certain region exits that Vehicles cannot cross. For example, a Vehicle may have no trouble moving down a road, but it may not be able to enter a building, even if an Obstacle (such as a locked door) was defeated. In most cases, if a Vehicle is allowed into a scenario, there should be some path it can take to reach the goal (or at least to some location where the PCs may safely leave the Vehicle, picking it up later without it becoming Damaged as normal when abandoned).
  
 In some exploration scenarios, the PCs may be relying on their Vehicle to be able to pass through the area. In such scenarios, the Vehicle becoming Damaged may result in scenario failure. If it's determined that the PCs are able to repair the Vehicle themselves and the scenario permits it, the DM may permit the PCs to pay the Repair cost, take the Injuries, then continue forward with a newly-restored Vehicle. In some exploration scenarios, the PCs may be relying on their Vehicle to be able to pass through the area. In such scenarios, the Vehicle becoming Damaged may result in scenario failure. If it's determined that the PCs are able to repair the Vehicle themselves and the scenario permits it, the DM may permit the PCs to pay the Repair cost, take the Injuries, then continue forward with a newly-restored Vehicle.
  
 Next: [[Player'​s Guide Appendix A|Appendix A: Conditions]] Next: [[Player'​s Guide Appendix A|Appendix A: Conditions]]
player_s_guide_chapter_8.1549906973.txt.gz · Last modified: 2019/02/11 09:42 by triptycho